ludic/packages/ludic.base
2026-09-25 14:02:21 +03:00
..
tests wip(0.S3): the packages migrated by ludic migrate state packages - every package test green 2026-09-25 14:02:21 +03:00
index.ludic refactor(packages): the mechanic packages use ludic_base only, and ask through ports 2026-09-25 05:36:11 +03:00
package.ludic feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner 2026-09-25 04:01:16 +03:00
queue.ludic wip(0.S3): the packages migrated by ludic migrate state packages - every package test green 2026-09-25 14:02:21 +03:00
README.md refactor(packages): the mechanic packages use ludic_base only, and ask through ports 2026-09-25 05:36:11 +03:00
rng.ludic feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner 2026-09-25 04:01:16 +03:00
save.ludic feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner 2026-09-25 04:01:16 +03:00
save_fields.ludic feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner 2026-09-25 04:01:16 +03:00
system.ludic wip(0.S3): the packages migrated by ludic migrate state packages - every package test green 2026-09-25 14:02:21 +03:00
tick.ludic feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner 2026-09-25 04:01:16 +03:00

ludic.base

The vocabulary a game made of mechanic packages shares. A mechanic (fishing, needs, a shop, the weather) depends on ludic.base and on nothing else - never on another mechanic. The game is the only code that knows two mechanics, and it wires them together.

(ludic.core is a different, older package: the engine's canonical ECS components, used by the examples under examples/library/.)

import "ludic.base"

The rules

  1. A mechanic uses only this. Its module line says so - module ludic_clock uses ludic_base
    • and the compiler refuses a reference into any other module, a package's included. Its tests are one program: ludic.base, the mechanic, and a fake for each port.
  2. Ports for questions. What a mechanic needs to ASK the world is a port it owns (export port FishingWorld { is_water: fn(float, float) -> bool }), in primitive and ludic.base types only. The game binds it once, as a declaration (bind FishingWorld { is_water: fn lake }), and the compiler refuses a program that uses a port with a required member and never binds it. A member with a default may be left out.
  3. Queues for facts. What HAPPENED is pushed onto a Queue<T> the mechanic owns (caught) and drained by the game in a later phase. A mechanic never acts on another's behalf.
  4. Verbs for changes. A mechanic's state changes only through its exported functions (fishing_cast, pack_add). Nothing assigns another module's globals.
  5. Phases for order. A system names its phase; within a phase the game's list is the order. No system says "after fishing".
  6. Its own save section. Each system saves under its own key with its own version and migrates its own old versions in load. A missing section is a reset.
  7. Its own dice. A mechanic is handed an Rng, never draws from Random.*, so moving it cannot shift anyone else's rolls.

The API

Tick { dt, frame, hours }, tick_new(dt, frame, hours) what a system's tick receives
PH_INPUT, PH_SENSE, PH_SIMULATE, PH_RESOLVE, PH_COMMIT, PH_PRESENT, PH_COUNT the phases, in the order they run
Queue<T>, queue_new<T>(name), q_push(q, v), q_drain(q) -> []T, q_len(q), q_clear(q) facts, first in first out (queue_new, not q_new: that name is render3d's quaternion)
core_undrained() -> []string the names of queues still holding facts; ask it at the end of a frame
Rng, rng_new(seed), rng_seed(r, seed), rng_next(r), rng_float(r), rng_between(r, lo, hi), rng_span(r, lo, hi) a xorshift32 stream of its own (rng_between is inclusive; rng_range is taken by Random.range)
SaveNode { found, version, data }, save_tree(), save_section(root, key, version, v), load_section(root, key) -> SaveNode, save_encode, save_decode the save tree: {"fishing": {"v": 3, ...}}; v is reserved in a section, and a non-object value rides under data
sv_int, sv_float, sv_bool, sv_str (key, fallback), sv_ints typed reads with a fallback; a float is kept as thousandths
sv_put_int, sv_put_float, sv_put_bool, sv_put_str, sv_put_ints the matching writes
System { key, phase, version, init, reset, tick, save, load }, system_new(key, phase) a system; a null function is a verb it does not have
core_add(s), core_clear(), core_count() the game's system list (a key may appear once)
def Systems key { ... }, SYS_<KEY>, SYS_COUNT a system declared from any module; the list starts from these
core_init_all(), core_reset_all(), core_tick_all(t), core_save_all() -> Val, core_load_all(v) the runner: in the order added, tick phase by phase

A toy mechanic

module toy_fishing uses ludic_base
numbers float
import "ludic.base"
export property Caught { species: int = 0, weight: float = 0.0 }
export port FishingWorld { is_water: fn(float, float) -> bool }           # its port
var dice: Rng = null
var casts: int = 0
export var caught: Queue<Caught> = null                                   # its facts
export function fishing_cast(x: float, z: float) -> bool {                 # its verb
  if not FishingWorld.is_water(x, z) { return false }
  casts += 1
  return true
}
function fishing_reset() -> void {
  casts = 0
  dice = rng_new(7)
  caught = queue_new("fishing.caught")
}
function fishing_tick(t: Tick) -> void {
  while casts > 0 {
    let c = new Caught
    c.species = rng_between(dice, 0, 2)
    c.weight = 0.5 + rng_float(dice)
    q_push(caught, c)
    casts -= 1
  }
}
export function fishing_system() -> System {
  let s = system_new("fishing", PH_SIMULATE)
  s.reset = fn fishing_reset
  s.tick = fn fishing_tick
  return s
}

A game wiring two of them

toy_pack is the same shape: verbs pack_add(kind, n) / pack_count(kind) and a system in PH_COMMIT that saves its counts. Neither knows the other; the game binds fishing's port, writes the route, and orders the three.

import "toys/fishing"
import "toys/pack"
import "ludic.base"
program Game {
  numbers float
  function lake(x: float, z: float) -> bool { return x < 100.0 }
  bind FishingWorld { is_water: fn lake }

  # the route: a landed fish goes into the pack
  function route_fishing_pack(t: Tick) -> void {
    let fish = q_drain(caught)
    for i in 0 .. len(fish) { pack_add(fish[i].species, 1) }
  }

  function game_start() -> void {
    core_add(fishing_system())
    let r = system_new("route.fishing_pack", PH_RESOLVE)
    r.tick = fn route_fishing_pack
    core_add(r)
    core_add(pack_system())
    core_reset_all()
  }
}

Both are compiled and run by tests/route_test.ludic (the mechanics are tests/toys/).

Tests

Each piece has a program under tests/, and ludic test runs them all, every test block in a process of its own:

ludic test packages/ludic.base

queue_test, rng_test, save_test, system_test, registry_test and route_test. They were written before a generic call inside a test body resolved and before each test had a fresh state, so the queue cases are functions a test calls and the runner's cases start with core_clear(); neither is needed any more.

Declared systems

  • Systems is an open registry, so a system can be declared instead of added: def Systems fishing { phase: PH_SIMULATE, tick: fn fishing_tick } from any module. The runner starts from the declared systems - the order the compiler gives an open registry: ludic.base's own (none), then each other module's by module name, each module's in the order it is read - and core_add appends after them. A game that wants to decide the order itself writes the defs in its own files, or keeps calling core_add in one place.